Search found 356 matches
- Wed Apr 08, 2020 3:40 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Name my mod (about combinators)
- Replies: 11
- Views: 4532
Re: [Request] Name my mod (about combinators)
recursion
Sadly there is no recursion.
Combinators can only be so tiny.
The mod works by literally using tiny combinators and duplicating your setup as it was on the inside, plus a bunch of tricks so you can't select the tiny ones and they appear to just be sprites, when they're actually real ...
- Fri Jan 31, 2020 6:12 pm
- Forum: Ideas and Suggestions
- Topic: GG's Starlog 4 - Modular Gaming
- Replies: 3
- Views: 3215
Re: GG's Starlog 4 - Modular Gaming
Sorry it took me so long to reply. Life happened.
...
will try to reply to all of them in due time
It happens, and that was all a bit of fun because your thoughts are generally very broad concepts, not much concrete or nailed down which is what is needed before anything can be expressed in code ...
- Sun Jan 05, 2020 9:29 am
- Forum: Implemented Suggestions
- Topic: Train Station dots should show whether the station is enabled
- Replies: 12
- Views: 6186
- Sun Jan 05, 2020 9:20 am
- Forum: Modding help
- Topic: Synchronize two inserters filters and network connections
- Replies: 4
- Views: 1659
Re: Synchronize two inserters filters and network connections
on_gui_closed and on_entity_settings_pasted
- Sat Jan 04, 2020 4:53 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.17.79] Script mismatch when migration contains require
- Replies: 3
- Views: 3349
Re: [0.17.79] Script mismatch when migration contains require
require usually branches from the file that ran the function.
Try doing require("../test")
Try doing require("../test")
- Wed Jan 01, 2020 12:45 am
- Forum: Modding help
- Topic: How to prevent connection of different pipes?
- Replies: 8
- Views: 3360
Re: How to prevent connection of different pipes?
It sounds like you're after a mix of different things.
- Unique pipes that don't connect to eachother, for example if we added copper pipes and had a thing where those pipes don't connect to the iron ones.
- Restricting specific fluids to specific types of pipes (e.g. if an iron pipe is carrying ...
- Unique pipes that don't connect to eachother, for example if we added copper pipes and had a thing where those pipes don't connect to the iron ones.
- Restricting specific fluids to specific types of pipes (e.g. if an iron pipe is carrying ...
- Tue Dec 31, 2019 3:41 pm
- Forum: Modding help
- Topic: Event filter explanations
- Replies: 11
- Views: 4182
Re: Event filter explanations
He needs to catch "-ore$". A single pattern on the event will do that because you can't do that with the event filter. He did not do that for some reason.
It is possible to calculate which prototypes your mod will need to listen for before the event is fired, even with patterns.
Event filters ...
- Tue Dec 31, 2019 3:15 pm
- Forum: Modding help
- Topic: Event filter explanations
- Replies: 11
- Views: 4182
Re: Event filter explanations
Was there an issue with catching all events from that category, and doing string.match(event.entity.name, "-ore$")?
You missed his question about how to do this with event filters, and my explanation that to actually make use of the event filters when you need patterns, you can either use a ...
- Tue Dec 31, 2019 3:00 pm
- Forum: Implemented Suggestions
- Topic: Play sound on entity rotation - QoL
- Replies: 14
- Views: 6017
Re: Play sound on entity rotation - QoL
...
...
Defining position makes it not play globally for everyone on that surface/force/etc.
Distance falloff as you'd expect.
See also
*Edit
Gave it some thought and you could do the processing and conditions in lua and play it individually per player (if you really needed to ...
- Tue Dec 31, 2019 1:39 pm
- Forum: Modding interface requests
- Topic: LuaForce.play_sound{surface=}
- Replies: 5
- Views: 2180
Re: LuaForce.play_sound{surface=}
Is not force sensitive obviously.
You got me there.
I was looking at an old post where i made a similar suggestion.
Guess we really do need surface specification on luaforce.playsound, if you want force-specific surface-specific sounds
*Edit
Gave it some thought and you could do the ...
- Tue Dec 31, 2019 12:29 pm
- Forum: Modding interface requests
- Topic: LuaForce.play_sound{surface=}
- Replies: 5
- Views: 2180
- Mon Dec 30, 2019 11:08 am
- Forum: Modding help
- Topic: Modifying a mod with another mod
- Replies: 5
- Views: 2589
Re: Modifying a mod with another mod
It depends on what you're doing.
- Mon Dec 30, 2019 9:33 am
- Forum: Modding help
- Topic: Modifying a mod with another mod
- Replies: 5
- Views: 2589
Re: Modifying a mod with another mod
is it possible to remove/change funcions or recipes from mods with another mod?
It is not possible to change or remove functions in another mod.
It is very easy to change recipes that were registered by another mod by simply ensuring your code runs after the data you need to modify is ...
- Sun Dec 29, 2019 1:34 pm
- Forum: Won't fix.
- Topic: [0.17.79] Placing train signal over its ghost does not adopt its direction
- Replies: 14
- Views: 5009
Re: [0.17.79] wrong preselection on placeing ghost signals
plz give blueprint string
- Sun Dec 29, 2019 12:17 pm
- Forum: Gameplay Help
- Topic: Need help making delayed output circuit
- Replies: 6
- Views: 2920
- Sat Dec 28, 2019 9:33 pm
- Forum: Modding help
- Topic: Event filter explanations
- Replies: 11
- Views: 4182
Re: Event filter explanations
Is it possible to use Lua match patterns to the filters here?
It is not.
Feel free to make a modding api request for it, because this is something i need as well.
But at the same time, generating all the names isn't too hard either, so it probably won't happen and i probably don't need it if i ...
- Sat Dec 28, 2019 9:30 pm
- Forum: Ideas and Suggestions
- Topic: Absolute game tick/time in performance monitor log thing
- Replies: 5
- Views: 2040
Re: Absolute game tick/time in performance monitor log thing
No, putting the build number in there like that is fairly typical.
Knowing that comes with experience.
- Sat Dec 28, 2019 7:18 pm
- Forum: Ideas and Suggestions
- Topic: Absolute game tick/time in performance monitor log thing
- Replies: 5
- Views: 2040
Re: Absolute game tick/time in performance monitor log thing
That's the build number. 0.17.79.
And yes the last number is the time in 24 hour time. 170529 = 17h:05m:29s (5pm)
And yes the last number is the time in 24 hour time. 170529 = 17h:05m:29s (5pm)
- Sat Dec 28, 2019 5:35 pm
- Forum: Implemented Suggestions
- Topic: Play sound on entity rotation - QoL
- Replies: 14
- Views: 6017
Re: Play sound on entity rotation - QoL
kSquelch wrote: Tue Dec 17, 2019 3:36 pm Give audible feedback that the entity rotation action has been performed.
Code: Select all
script.on_event(defines.events.on_player_rotated_entity, function(ev) ev.entity.surface.play_sound({path="entity-build/wooden-chest",position=ev.entity.position}) end)
- Sat Dec 28, 2019 5:31 pm
- Forum: Implemented mod requests
- Topic: LuaPlayer :: create_local_flying_text at cursor position
- Replies: 9
- Views: 3471
Re: LuaPlayer :: create_local_flying_text at cursor position
That's why this is a modding interface request.
Seems fairly reasonable.
+1